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186 lines
6 KiB
C#
186 lines
6 KiB
C#
/*
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===========================================================================
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Copyright (C) 2015-2019 Project Meteor Dev Team
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This file is part of Project Meteor Server.
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Project Meteor Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Project Meteor Server is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using Meteor.Common;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using System.Collections.Generic;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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namespace FFXIVClassic_Map_Server.dataobjects
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{
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class Session
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{
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public uint id = 0;
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Player playerActor;
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public List<Actor> actorInstanceList = new List<Actor>();
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public uint languageCode = 1;
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private uint lastPingPacket = Utils.UnixTimeStampUTC();
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public bool isUpdatesLocked = true;
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public string errorMessage = "";
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public Session(uint sessionId)
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{
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this.id = sessionId;
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playerActor = new Player(this, sessionId);
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}
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public void QueuePacket(List<SubPacket> packets)
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{
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foreach (SubPacket s in packets)
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QueuePacket(s);
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}
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public void QueuePacket(SubPacket subPacket)
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{
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subPacket.SetTargetId(id);
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Server.GetWorldConnection().QueuePacket(subPacket);
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}
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public Player GetActor()
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{
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return playerActor;
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}
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public void Ping()
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{
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lastPingPacket = Utils.UnixTimeStampUTC();
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}
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public bool CheckIfDCing()
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{
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uint currentTime = Utils.UnixTimeStampUTC();
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if (currentTime - lastPingPacket >= 5000) //Show D/C flag
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playerActor.SetDCFlag(true);
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else if (currentTime - lastPingPacket >= 30000) //DCed
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return true;
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else
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playerActor.SetDCFlag(false);
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return false;
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}
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public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
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{
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if (isUpdatesLocked)
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return;
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if (playerActor.positionX == x && playerActor.positionY == y && playerActor.positionZ == z && playerActor.rotation == rot)
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return;
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/*
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playerActor.oldPositionX = playerActor.positionX;
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playerActor.oldPositionY = playerActor.positionY;
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playerActor.oldPositionZ = playerActor.positionZ;
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playerActor.oldRotation = playerActor.rotation;
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playerActor.positionX = x;
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playerActor.positionY = y;
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playerActor.positionZ = z;
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*/
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playerActor.rotation = rot;
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playerActor.moveState = moveState;
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//GetActor().GetZone().UpdateActorPosition(GetActor());
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playerActor.QueuePositionUpdate(new Vector3(x,y,z));
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}
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public void UpdateInstance(List<Actor> list)
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{
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if (isUpdatesLocked)
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return;
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List<BasePacket> basePackets = new List<BasePacket>();
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List<SubPacket> RemoveActorSubpackets = new List<SubPacket>();
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List<SubPacket> posUpdateSubpackets = new List<SubPacket>();
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//Remove missing actors
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for (int i = 0; i < actorInstanceList.Count; i++)
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{
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//Retainer Instance
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if (actorInstanceList[i] is Retainer && playerActor.currentSpawnedRetainer == null)
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{
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QueuePacket(RemoveActorPacket.BuildPacket(actorInstanceList[i].actorId));
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actorInstanceList.RemoveAt(i);
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}
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else if (!list.Contains(actorInstanceList[i]) && !(actorInstanceList[i] is Retainer))
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{
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QueuePacket(RemoveActorPacket.BuildPacket(actorInstanceList[i].actorId));
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actorInstanceList.RemoveAt(i);
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}
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}
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//Retainer Instance
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if (playerActor.currentSpawnedRetainer != null && !playerActor.sentRetainerSpawn)
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{
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Actor actor = playerActor.currentSpawnedRetainer;
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QueuePacket(actor.GetSpawnPackets(playerActor, 1));
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QueuePacket(actor.GetInitPackets());
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QueuePacket(actor.GetSetEventStatusPackets());
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actorInstanceList.Add(actor);
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((Npc)actor).DoOnActorSpawn(playerActor);
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playerActor.sentRetainerSpawn = true;
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}
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//Add new actors or move
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for (int i = 0; i < list.Count; i++)
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{
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Actor actor = list[i];
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if (actor.actorId == playerActor.actorId)
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continue;
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if (actorInstanceList.Contains(actor))
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{
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}
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else
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{
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QueuePacket(actor.GetSpawnPackets(playerActor, 1));
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QueuePacket(actor.GetInitPackets());
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QueuePacket(actor.GetSetEventStatusPackets());
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actorInstanceList.Add(actor);
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if (actor is Npc)
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{
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((Npc)actor).DoOnActorSpawn(playerActor);
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}
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}
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}
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}
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public void ClearInstance()
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{
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actorInstanceList.Clear();
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}
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public void LockUpdates(bool f)
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{
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isUpdatesLocked = f;
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}
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}
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}
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